/Engine/Source/Runtime/Engine/Classes/Engine/EngineTypes.h
Structure to hold and pass around transient flags used during replication.
struct FReplicationFlags
union FReplicat...
@2114
uint32:  1
bClientReplay
True if this actor is replicating on a replay connection on a game client.
uint32: 1
bForceInitialDirty
True if we should force all properties dirty on initial replication.
uint32: 1
bIgnoreRPCs
True if this actor's RPCs should be ignored.
uint32: 1
bNetInitial
True if this is the initial network update for the replicating actor.
uint32: 1
bNetOwner
True if replicating actor is owned by the player controller on the target machine.
uint32: 1
bNetSimulated
True if this is actor is RemoteRole simulated.
uint32: 1
bReplay
True if this actor is replicating on a replay connection.
uint32: 1
bRepPhysics
True if this is actor's ReplicatedMovement.bRepPhysics flag is true.
uint32: 1
bRolesOnly
True if we should only compare role properties in CompareProperties
uint32:  1
bSerializePropertyNames
True if we should serialize property names instead of handles.
uint32: 1
bSkipRoleSwap
True if we should not swap the role and remote role of this actor when receiving properties.
uint32:  1
bUseCustomSubobjectReplication
True if a subclass ofUActorChannelneeds custom subobject replication
uint32:  16
CondDynamicChangeCounter
COND_Dynamic change counter in order to force rebuilding conditionals when appropriate.
uint32:  4
Padding0
Padding bits to align to a 16-bit boundary. NOTE: Need to be adjusted if adding/removing bitfields.
uint32
Value